Update on my life and the engine!
Hello again!
Because of last week’s incident, I have a normal amount of stuff to update you on!
General Life Update:
Let’s start with the general life update!
I’m still a bit sick. Not that sick that I need to stay home or anything like that. I did a corona test just to make sure and I’m still negative on that so I’m not dying or anything I just have a soar throat.
I’m surprised about my Jeffry (my plant). He has been surviving amazingly. I might not be a great plant owner but I’m impressed with how good he is surviving.
On the other hand, socializing has been a bit difficult due to me being “sick” but I hope that I get better so that I can go back to normal and try to socialize a bit XD
And work-related stuff is going, I guess. There hasn’t been that much to do at work for the past couple of days but soon everything will go to shit and ill probably have to work extra hours just to make everything work.
BitEngine update:
So BitEngine related there is not that much to show you this week. There has been a lot of backend work just to make mouse picking working. But I can share some things that I have done!
First of I started by refactoring the framebuffer...Again. I had to refactor it so that I could add some information to every pixel. I need this because I need to store the Entity Id somewhere easily accessible to do mouse picking. But now I have a way to store an integer as an id in every pixel. At the time of implementing this, I had no way to add anything to that integer but I just made a placeholder and moved on.
Next on the agenda was making it so that the return value when hovering on the clear background not spit out a random value depending on what color the background was. So I did some refactoring of the clearing the frame. That did not take that long to do and there were not that many complications when doing it. Altho I needed to add some functions to convert my format to OpenGL’s format just to make it more modular and functional. There is still some stuff that I need to add but that will have to do for now.
Now on to the big task of implementing mouse picking so that I don’t have to select entities from the hierarchy panel. I started by adding some code to the shader to make it compatible to take in an entityID. After that, I needed to refactor the DrawQuad command to make it able to send my EntityID to the shader for rendering. But I noticed some stuff that could use some refactoring to make the code base a lot smaller and more compact. But after some small deletions, I added the one row I needed to send the EntityID to the shader. That is what I like to see, code that has been through true in the beginning to make it easy to add stuff. I’m still going thru code that I need to change to make these kinds of additions but it is going along slowly due to me wanting to implement more new stuff to bring to this blog.
But after some tweaking and adding I have finally added mouse picking for the viewport. And I can’t say anything more. I’m impressed by myself!
I’ll just have to end this with. I have had a tough week. Not from work or from my normal life. Just from being sick. I lost a lot of motivation to do anything and I have had lower energy levels to just stay awake for one day. But I’m doing everything to get better sooner. I just hope that this doesn’t stick for too long.
But I thank you for reading thru this blog post today again and I hope to see you in next week’s post!